本文节选自:http://www.cocos.com/doc/tutorial/show?id=2201/
在原来的基础上,进行了部分优化,并添加了对左上,左下,右上,右下四个方向的控制
背景是最近接手的别人的游戏,老板说要添加虚拟摇杆。。。
话不多说,直接上代码:
HRocker.h
#ifndef __HROCKER_H__
#define __HROCKER_H__
#include "cocos2d.h"
using namespace cocos2d;
//用于标识摇杆与摇杆的背景
typedef enum{
tag_rocker,
tag_rockerBG,
}tagForHRocker;
//用于标识摇杆方向
typedef enum{
rocker_stay,
rocker_right,
rocker_up,
rocker_left,
rocker_down,
rocker_left_up,
rocker_left_down,
rocker_right_up,
rocker_right_down,
}tagDirecton;
class HRocker:public CCLayer
{
public:
HRocker(void);
~HRocker(void);
//创建摇杆(摇杆的操作题图片资源名,摇杆背景图片资源名,起始坐标)
static HRocker* createHRocker(const char *rockerImageName,const char *rockerBGImageName,CCPoint position);
//启动摇杆(显示摇杆、监听摇杆触屏事件)
void startRocker(bool _isStopOther);
//停止摇杆(隐藏摇杆,取消摇杆的触屏监听)
void stopRocker();
//判断控制杆方向,用来判断精灵上、下、左、右运动
int rocketDirection;
//当前人物行走方向,用来判断精灵的朝向,精灵脸朝右还是朝左
bool rocketRun;
CREATE_FUNC(HRocker);
private:
//自定义初始化函数
void rockerInit(const char* rockerImageName,const char* rockerBGImageName,CCPoint position);
//是否可操作摇杆
bool isCanMove;
//获取当前摇杆与用户触屏点的角度
float getRad(CCPoint pos1,CCPoint pos2);
//摇杆背景的坐标
CCPoint rockerBGPosition;
//摇杆背景的半径
float rockerBGR;
//触屏事件
virtual bool TouchBegan(CCTouch *pTouch, CCEvent *pEvent);
virtual void TouchMoved(CCTouch *pTouch, CCEvent *pEvent);
virtual void TouchEnded(CCTouch *pTouch, CCEvent *pEvent);
};
#endif
HRocker.cpp
#include "HRocker.h"
const double PI=3.1415;
HRocker::HRocker(void)
{
rocketRun=false;
}
HRocker::~HRocker(void)
{
}
//创建摇杆(摇杆的操作题图片资源名,摇杆背景图片资源名,起始坐标)
HRocker* HRocker::createHRocker(const char *rockerImageName,const char *rockerBGImageName,CCPoint position)
{
HRocker *layer = HRocker::create();
if (layer)
{
layer->rockerInit(rockerImageName,rockerBGImageName,position);
return layer;
}
CC_SAFE_DELETE(layer);
return NULL;
}
//自定义初始化函数
void HRocker::rockerInit(const char* rockerImageName,const char* rockerBGImageName,CCPoint position)
{
CCSprite *spRockerBG = CCSprite::create(rockerBGImageName);
spRockerBG->setPosition(position);
spRockerBG->setVisible(false);
spRockerBG->setScale(2.f);
addChild(spRockerBG,0,tag_rockerBG);
CCSprite *spRocker = CCSprite::create(rockerImageName);
spRocker->setPosition(position);
spRocker->setScale(2.f);
spRocker->setVisible(false);
addChild(spRocker,1,tag_rocker);
rockerBGPosition = position;
rockerBGR = spRockerBG->getContentSize().width/**0.5*/;//
rocketDirection=-1;//表示摇杆方向不变
}
//启动摇杆(显示摇杆、监听摇杆触屏事件)
void HRocker::startRocker(bool _isStopOther)
{
CCSprite *rocker = (CCSprite*)this->getChildByTag(tag_rocker);
rocker->setVisible(true);
CCSprite *rockerBG = (CCSprite *)this->getChildByTag(tag_rockerBG);
rockerBG->setVisible(true);
EventListenerTouchOneByOne *eventListener = EventListenerTouchOneByOne::create();
eventListener->onTouchBegan = CC_CALLBACK_2(HRocker::TouchBegan, this);
eventListener->onTouchMoved = CC_CALLBACK_2(HRocker::TouchMoved, this);
eventListener->onTouchEnded = CC_CALLBACK_2(HRocker::TouchEnded, this);
Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(eventListener, this);
}
//停止摇杆(隐藏摇杆,取消摇杆的触屏监听)
void HRocker::stopRocker()
{
CCSprite *rocker = (CCSprite *)this->getChildByTag(tag_rocker);
rocker->setVisible(false);
CCSprite * rockerBG = (CCSprite *)this->getChildByTag(tag_rockerBG);
rockerBG->setVisible(false);
Director::getInstance()->getEventDispatcher()->removeEventListenersForTarget(this);
}
//获取当前摇杆与用户触屏点的角度
float HRocker::getRad(CCPoint pos1,CCPoint pos2)
{
float px1 = pos1.x;
float py1 = pos1.y;
float px2 = pos2.x;
float py2 = pos2.y;
//得到两点x的距离
float x = px2 - px1;
//得到两点y的距离
float y = py1 - py2;
//算出斜边长度
float xie = sqrt(pow(x,2) + pow(y,2));
//得到这个角度的余弦值(通过三角函数中的店里:角度余弦值=斜边/斜边)
float cosAngle = x / xie;
//通过反余弦定理获取到期角度的弧度
float rad = acos(cosAngle);
//注意:当触屏的位置Y坐标<摇杆的Y坐标,我们要去反值-0~-180
if (py2 < py1)
{
rad = -rad;
}
return rad;
}
CCPoint getAngelePosition(float r,float angle){
return ccp(r*cos(angle),r*sin(angle));
}
//抬起事件
bool HRocker::TouchBegan(CCTouch *pTouch, CCEvent *pEvent)
{
CCPoint point = pTouch->getLocation();
CCSprite *rocker = (CCSprite *)this->getChildByTag(tag_rocker);
if (rocker->boundingBox().containsPoint(point))
isCanMove = true;
return true;
}
//移动事件
void HRocker::TouchMoved(CCTouch *pTouch, CCEvent *pEvent)
{
if (!isCanMove)
{
return;
}
CCPoint point = pTouch->getLocation();
CCSprite *rocker = (CCSprite *)this->getChildByTag(tag_rocker);
//得到摇杆与触屏点所形成的角度
float angle = getRad(rockerBGPosition,point);
//判断两个圆的圆心距是否大于摇杆背景的半径
if (sqrt(pow((rockerBGPosition.x - point.x),2) + pow((rockerBGPosition.y - point.y),2)) >= rockerBGR)
{
//保证内部小圆运动的长度限制
rocker->setPosition(ccpAdd(getAngelePosition(rockerBGR,angle),ccp(rockerBGPosition.x,rockerBGPosition.y)));
}
else
rocker->setPosition(point);
//判断方向
if(angle>-PI/6 && angle<PI/6)
{
rocketDirection=rocker_right;
rocketRun=false;
}
else if(angle>2 * PI/6 && angle<4*PI/6)
{
rocketDirection=rocker_up;
}
else if((angle>5*PI/6 && angle<=PI)||(angle>=-PI && angle<-5*PI/6))
{
rocketDirection=rocker_left;
rocketRun=true;
}
else if(angle>-4*PI/6 && angle<- 2*PI/6)
{
rocketDirection=rocker_down;
}
else if (angle>=PI/6 && angle<=2 * PI / 6)
{
rocketDirection = rocker_right_up;
rocketRun = false;
}
else if (angle >= -2*PI/6 && angle <= PI /6)
{
rocketDirection = rocker_right_down;
rocketRun = false;
}
else if (angle >= 4*PI/6 && angle <= 5*PI/6)
{
rocketDirection = rocker_left_up;
rocketRun = true;
}
else if (angle >= -5*PI/6 && angle <= -4*PI/6)
{
rocketDirection = rocker_left_down;
rocketRun = true;
}
}
//离开事件
void HRocker::TouchEnded(CCTouch *pTouch, CCEvent *pEvent)
{
if (!isCanMove)
{
return;
}
CCSprite *rockerBG = (CCSprite*)this->getChildByTag(tag_rockerBG);
CCSprite *rocker = (CCSprite*)this->getChildByTag(tag_rocker);
rocker->stopAllActions();
rocker->runAction(CCMoveTo::create(0.08f,rockerBG->getPosition()));
isCanMove = false;
rocketDirection=rocker_stay;
}
接下来是外部调用:
//添加摇杆
rocker = HRocker::createHRocker("Direction_bt.png", "Direction_bc.png", ccp(150, 150));
this->addChild(rocker, 2);
rocker->startRocker(true);
这里是对根据摇杆返回的方向来控制主角的移动
void MainScene::moving(float dt)
{
//判断是否按下摇杆及其类型
switch (rocker->rocketDirection)
{
case 1:
//向右走
speedX = 1;
speedY = 0;
if (m_player->getDirection() == 0)
{
m_player->reverseAnimation();
}
break;
case 2:
//向上走
speedX = 0;
speedY = 1;
break;
case 3:
//向左走
speedX = -1;
speedY = 0;
if (m_player->getDirection() == 1)
{
m_player->reverseAnimation();
}
break;
case 4:
//向下走
speedX = 0;
speedY = -1;
break;
case 5:
//左上
speedX = -0.7;
speedY = 0.7;
if (m_player->getDirection() == 1)
{
m_player->reverseAnimation();
}
break;
case 6:
//左下
speedX = -0.7;
speedY = -0.7;
if (m_player->getDirection() == 1)
{
m_player->reverseAnimation();
}
break;
case 7:
//右上
speedX = 0.7;
speedY = 0.7;
if (m_player->getDirection() == 0)
{
m_player->reverseAnimation();
}
break;
case 8:
//右下
speedX = 0.7;
speedY = -0.7;
if (m_player->getDirection() == 0)
{
m_player->reverseAnimation();
}
break;
default:
speedX = 0;
speedY = 0;
break;
}
if (/*isMoving && */(speedX != 0 || speedY != 0)){
CCSize size = CCDirector::sharedDirector()->getWinSize();
CCRect rect = CCRectMake(0, 0, size.width, size.height);
CCPoint position = ccp(m_player->getPosition().x + (speedX * 7), m_player->getPosition().y + (speedY * 7));
//判断触摸点是否在屏幕内
if (rect.containsPoint(position)){
m_player->setEnd(position);
Vec2 offset = position - m_player->getPosition();
float dist = abs(offset.x) + abs(offset.y);
if (dist < 40)
{
m_player->setPosition(position);
return;
}
auto moveBy = MoveBy::create(0.1f, m_pDelta);
m_player->runAction(moveBy);
}
else
{/*
std::string str = StringUtils::format("%s", "OutSide the Screen.............");
PacToast::makeText(this, str, 5.0f);*/
}
}
}